Building Bhakashal - Character Creation - PCs - Phantasmists
Image by Don Maitz - https://www.paravia.com/DonMaitz/index.php
As it happens, phantasmists (illusionists) are my favorite class. One of the things I love about D&D is that you can frequently run into things you can’t handle. The game world isn’t “safe” or “balanced”, which makes it even more exciting to play. Sometimes, you have to run, hide or outthink your opponents, and phantasmists are experts at deception and redirection, that’s what they do. A well played phantasmist can be a game changer, and I’ve watched as PC phantasmists have saved their party’s bacon on more than one occasion.
Sure, the pew pew wizard is popular, but end of the day I’ll take an illusion slinger every time.
Phantasmists in Bhakashal are a subclass of Spartan (monk), the Spartans have learned to master body and mind, phantasmists use their mental disciplines to unlock magical powers that impact the mind. Phantasmists need real world objects and creatures to fuel their illusions, so they frequently travel to see more of the world and gather more grist for their phantasmal mills.
Today I will generate a 6th level phantasmist who works as a ship’s spell caster (in Bhakashal ships at sea almost always have a spell caster to protect them against pirates, monsters, etc.).
Process
A. Choose a character class
B. Choose a Playable Group and Faction
C. Generate Stats
D. Calculate Saving Throw Bonuses and HP
E. Add Skills and Playable Group Abilities
F. Choose Deity and Languages
G. Choose Equipment and Clothing
H. Pick Armor and Weapons and Assign Attack Bonuses
I. Calculate Wealth
J. Calculate Encumbrance
K. Assign Spells/Class Abilities
M. Assign Personality Traits (optional)
N. Customize Playable Group Lore (optional)
O. Name Character
P. Assign magic items (for creating NPCs and PCs above level 1)
A. Choose Class (d20)
Phantasmist - Faction - Red Sun Monastery [LG]
6th level - Phantasmist Apparationist
B. Choose Playable Group (3d12)
This time I’m choosing as I have an illustration in mind… Emberi
C. Generate Stats
For each stat roll 3d6
2 4 3 /6 5 5/ 3 1 5 /5 1 1 /6 6 1 /6 4 4
S9 / I 16/ W 9 / D 7 / C 13 / C14
Apply stat minimums
INT 15 DEX 16 CHR 15
S9 / I 16/ W 9 / D 16 / C 13 / C15
Switch any two stats (you cannot produce a result less than a minimum)
No switch
Apply playable group bonuses
+1 CON +1 WIS
S9 / I 16/ W 10 / D 16 / C 14 / C15
Apply Ability Modifiers
S - 9 [/]
I - 16 [+3]
W - 10 [+1]
D - 16 [+3]
C - 14 [+2]
C - 15 [+2]/+10%
D. Calculate Saving Throw Bonuses and HP
All classes get a +1 bonus per 2 levels of experience, so +3 base
Paralyzation STR and CON [+5]
Poison CON and DEX [+8]
Death Magic WIS and CON [+6]
Petrification CON and CHR [+7]
Polymorph WIS and CHR [+6]
Breath Weapon DEX and INT [+9]
Spell WIS and INT [+7]
Hit Points
Class based, roll or take the average (1/2 HD), I will roll for levels 1 - 5: 4,2,4,1,5 = 16, and at level 6 you can re-roll one of the results, I will re-roll the 1, and I get a 3, so that’s 18 hp.
Bhakashal - Hit Points
Table 1 - Hit Point Progression by Class
Notes:
E. Add Skills and Playable Group Abilities
PCs get a skill(s) related to their playable group
Shipwright
All PCs then get a roll on the Bhakashal Skill table once for every point of INT bonus
Rolled:
Brewer, Astrologer, “roll and additional skill”, then Shipwright again and Painter, so that’s: Shipwright [+1], Brewer, Astrologer, Painter
Playable groups also have abilities
- move at 12” on land and 9” through trees.
- selective vision control:
infravision 120’
+4 on saving throws against brightness related blindness.
- selective hearing control
Stop take an action and concentrate: enhance hearing, reducing surprise to 1 in 6 as longa as maintained
+4 on saves against sonic damage
Bhakashal Skills
F. Choose Deity and Languages
Gods of Bhakashal (4d12)
4. Kurlog – Luck, Overcoming Challenges - dog head
5. Teernak – Creation, Preservation, Destruction - 3-headed, staff, flowers (lilly), dragonfly
6. Murla – Creation, Life, Water (Rivers) - fish head, mace
7. Shayamal – Justice, Community, Charity – Ruby red body, head of bull, rod
8. Evok – Death, destruction, Transformation, Regeneration, Magic - snake head (cobra), hammer
9. Bemmarg – Family, Food, Marriage - four arms, goat
10. Torphal – Death, Animals, Storms, Disease – antelope head, spear
11. Aeskaros – Anger, Vengeance, Fear – 4 arms, head of lion, sword
12. Rakken – Dance, Creation, Destruction – 4 arms, grey body, red feathers on back, staff, red hawk
13. Golan – Knowledge, Magic, Technology – two faces (front/back), wings of bat, twin scimitars, tree
14. Rjam – Courage, Skill in Combat - tiger head, bow and arrows, vines
15. Xoam – Wealth, Happiness, Luck, Healing – gold body, floating lotus flower throne, boar
16. Maegela – Beauty, Loyalty – green skin, wings of black feathers, two-handed sword, raven
17. Poniar – Plants, Earth, Spring, Growth - skin of bark, club, tree
18. Jannak – Time – skull for head, crown of blood, 4 arms, 4 falchions, rides giant lizard
19. Sithasial – Ocean, Water – head of squid with tentacles, daggers, barracuda
20. Dynas – Strength, Fortitude - head of turtle, club
21. Olapp – Fertility, Growth, Healing - giant, spear, boar
22. Nesig – Revenge, Loyalty, Duty - six arms, head of dragon, swords
23. Usam – Cunning, Deceit, Thieves – silver body, holds lotus and knife, fox
24. Palashurem – Loyalty, Duty, Honor – half red, half black, battle axe, tiger
25. Tobomar – Bravery, Fighters – green body, holding bow, crow on shoulder, crows
26. Bhamal – Beauty, Music – orange body, black armor, battle axe, rides giant peacock
27. Haeka – Peace, Contemplation – body of smoke, one eye sun, one moon, snakes
28. Yaal – Death, Cleansing, Rebirth, Righteousness – body of water, trident, rides blue horse
29. Iospha – Fire – black with red striations, 4 armed, on boar with four flaming axes
30. Cekala - Storms, Lightning, Battle – rides on elephant with lightning bolt in hand
31. Uvir – Air, Wind - head of deer, legs of deer, spear, falcon
32. Mubere – Thieves, Wealth, Excess - head of cat, sword, cats
33. Vekka – Water (Lake ) – four arms and four legs, two heads, spear, water snake
34. Eddea – Love, Desire – standing on turtle, javelin
35. Jekrat – War, Soldiers – 2 faces, back blindfolded, front wears lion mask, sword and axe, lions
36. Worlu – Purification, winter – green skin, holding bowl and flame, rides elephant
37. Omagh– Death – dark blue skin, black armor, sword and shield, rides golden tiger, mace
38. Qonru – Sun , life, birth, creation – red skin, four arms, sword of fire, rides flaming eagle
39. Iallus – Moon, Light, Creativity - silver body, head of stag, spear
40. Keskittall – Mars, Violence, War - black skin, head of boar, mace and axe
41. Gallas – Jupiter, Wisdom – head of ram, sceptre, owl
42. Mirres – Mercury, Science, Math – head of wolf, rope, staff
43. Bormal – Venus, Knowledge - elephant head, bat wings, dark blue body, hammer
44. Laras – Saturn , Travel, Hardship, Suffering - crows head, two crows circle head, scythe
45. Nareen – Darkness, Rebirth – two heads, one snake, one frog, axe
46. Tarasural – Peace, Rest, Contemplation – blank face, golden body, holds lotus blossoms, butterfly
47. Mohlk – Birds, communication – green body with hawk’s head and feathered wings, mace
48. Yult –Strength, Loyalty – ape in golden armor, hammer, rides giant lion
Rolled: Iallus - Moon, Light, Creativity
Characters get the language of their playable group and one other language of their choice, and then one roll on the table for every point of their INT bonus. If a duplicate is rolled, roll on Special Table 1 instead
Emberi, Saan to start
Rolled: Chitin, Garudin, Malu
Bhakashal Languages - (3d12)* Special Table 1 - (d12)
G. Choose Equipment and Clothing
Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket, (3) candles, (3) flasks of oil, lantern, small sack - 250 gp encumbrance, 20gp cost
Clothing: as illustration
H. Pick Armor and Weapons and Assign Attack Bonuses
No armor
Attack bonus for a 6th level arcane PC is +2 to hit
Initial number of weapons determined by class, a phantasmist gets one to start then another at 5th.
Gladius [+5/0] 1-6/1-8, WS: 2, WvrsAC: -1M/+2L/+3N, Criticals: Dual Wield/Remain/Stab
(4) Daggers [+5/0] 1-4/1-3, WS: 1, WvrsAC: -2M/+1L/+3N, Criticals: Dual Wield/Remain/Stab
2. Weapon Proficiency Slots: Each class has an initial number of slots, a Non-Proficiency Penalty and gets new slots as they gain levels.
I. Assign Wealth
All PCs start with 50 gp, a 50 gp gem and 50 gp piece of jewelry, plus 10gp per ability score bonus point in whatever form they want, for PCs and NPCs above 1st level, add [100 gp + 100 gp gem + 100 gp jewelry]/level plus 50gp per ability score “+” to wealth.
So: 1210 gp + 500gp gem +50gp gem + 500gp jewelry + 50gp jewelry
Deduct cost of equipment, armor and weapons - 36 gp
Also has art supplies (painter) 50gp
1124gp, 500gp diamond, 50gp pearl, 500gp gold ring, 50gp earring, and I’ll convert that gold coin total to gems to reduce encumbrance, so that’s (2) 500gp sapphires with 50gp left over after bargaining. So final totals: 50gp 500gp diamond, 50gp pearl, 500gp gold ring, 50gp earring
J. Calculate Encumbrance
Weapon Weights are found in the weapon listings. 45gp
Armor Weights are found on the Armor Table - none
Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 250gp + 50 gp (coins) + 10gp (gems)
Deduct 50gp per point of CON and STR bonus - 100gp
Total all weight and consult the Weight/Movement table - 210 gp, so 290gp can be carried before slowing down
Equipment Weights*
*“Small” generally means something that can be held in one hand, “large” means something that is larger than this. Heavy and light are as expected. Multiple very small light objects (e.g. candles, lockpicks) can be classified as a single small, light item.
Weight/Movement Table
K. Assign Spells/Class Abilities
Phantasmists have a 10% chance per level of knowing someone is using a mental/scrying spell on them or recognizing an illusion (in addition to a disbelief save if appropriate)
They have a 5% chance per level of resisting or deceiving a scrying/mind reading spell, or resisting or redirecting mind influencing spells against the attacker.
Phantasmists can cast 1 spell per day per level of experience, and have success/fail, reverse/harmful odds for casting all spells as a warlock, e.g. odds of successful casting equal to “to know” percentage +1% per level, reverse/harmful odds for failed casting are 5% per level of spell. Same rules as warlocks for the number of reverse/harmful results that can be resisted.
At different levels they get a selection of at will spells they can cast once per day, outside of their regular allocation of spells, as follows:
1st level - forget
3rd level - clairaudience
5th level - clairvoyance
For NPC/PC warlocks from 6th to 9th level, assign Level + [INT bonus] x 3 spells = 15 spells, 6 of which can be cast per day. Spell distribution is up to the Referee, as in principle a phantasmist can cast spells of any level, no matter what their level is. However, lower level spells are more common on the scroll lists, so Bhakashal recommends that you take the total number of spells and divide it into three bands, give the most spells to the first band, the second most to the second band, and the least to the third (highest level) band, with the caveat that no spell should be of a level more than 2x the caster’s max level of castable spell. So for this NPC, that would look like this:
1–2nd level - 7 spells
3-4th level - 5 spells
5-6th level - 3 spells
Note that I can roll entirely randomly, or I can roll for offensive, defensive, miscellaneous in sequence for each entry. I choose entirely randomly to see what I get.
Rolled:
1 - Konjarrin’s Subtle Switch,
1 - Oronn’s Dancing Knives
1 - Rinnimar’s Sensory Supplementation
1 - Detect Invisibility
1 - Illeana’s Ravenous Hunger
2 - Mirror Image
2 - Improved Phantasmal Force
3 - Jintar’s Field of Tall Grass
3 - Phantom Steed
4 - Nistal’s Spectral Somnambulence
4 - Dorrashaan’s Deck of Captivation
4 - Raggelash’s Blackened Rain
5 - Rinson’s Roar
6 - The Stealthy Shadow Archers of Shon-Sinn
6 - Conjure Animals
Bhakashal Spells
Konjarrin’s Subtle Switch (Illusion/Phantasm)
Level: 1, Range: 0, Duration: special, Area of Effect: two objects, Components: V,S, Casting Time: 1 segment, Saving throw: none
Konjarrin’s clever illusion makes any object on the phantasmist’s person (e.g. a wand) look like something mundane (e.g. a pin), while making something mundane on his person (e.g. a pin) look like the object in question. This switch of appearance does not work on the caster (it appears as a very, very faint “overimage” on each object). The spell is broken 1 day per level after the object is touched by someone other than the phantasmist, or when the phantasmist ends it.
Oronn’s Dancing Knives
Level:1, Casting Time:1 segment, Range:Special, Duration:1 round per level, Area of Effect:1” rad circle per level, Components:S,M, Saving throw: none
When Oronn’s Dancing Knives is cast the phantasmist taps into raw negative and positive material plane energy and balances them in the form of lightning-like tendrils. This energy can envelop a small weapon like a dagger, and allow the phantasmist to wield it as if it were at the end of a chain. The phantasmist may control 1 knife for every two levels of experience, eg. a 2nd level phantasmist could control 1 knife, a 4th level phantasmist 2 knives, etc. The phantasmist may do two things with the knives, attack or defend.
To attack they use the tendrils of energy like chains and whip the knives towards enemies and draw them back. To hit is made normally, with dexterity bonuses, once for each dagger every round. Damage is done as per dagger. The dagger will hit creatures who are normally only hit by +1 weapons. Magic daggers may be used (the creator of the spell collected “lowly” +1 daggers for his whole adventuring career, and his high level casting of the spell was formidable). They may also “spin” the daggers around their body, making anyone in a 5’ range suffer an attack from each dagger every round. The phantasmist does have to roll a “to hit” roll for each dagger.
To defend they draw the daggers back and have them whirl in a circle like a shield, and sometimes they interrupt missile weapons or melee weapons as a result. The protection offered by the daggers is tied to the number used. For every 2 daggers used the phantasmist is -1 to hit. So essentially the spell cannot be used for defense until 4th level. In addition, if the phantasmist is “missed” due to the penalty in question, then one of the daggers is removed from the spell as it blocked an attack. So for example, the 4th level phantasmist who blocks one attack would not be able to block another. The material component of this spell is an emerald worth 50 gp or more.
Rinnimar’s Sensory Supplementation
Level:1, Casting Time:special, Range:special, Duration:special, Area of Effect:special, Components:M, Saving throw: None
This spell allows phantasmists to add one sensory component to a given illusion spell. So, for example, if a phantasmal force was cast it would allow that spell to have a full audio component as well, or a thermal component, or an olfactory component, etc. This extra component will last as long as the parent spell lasts, have a similar range and similar area of effect. The extra component will make a disbelief save less likely or give a saving throw penalty of -1, whichever the DM deems appropriate. The casting process for this spell is special. The phantasmist prepares a small piece of onyx, at least 50 gp in value, and designates the extra sense that is to be added. When the parent spell is cast, the phantasmist adds the piece of onyx to the material components of whatever spell is cast. The phantasmist can carry around any number of pieces of onyx to supplement spells, but they may not be “stacked”, only one can be added to a spell at any given time.
Illeana’s Ravenous Hunger (Illusion/Phantasm)
Level: 1, Range: 4” + l"/level, Duration: 1 round/level, Area of Effect: 1 individual, Components: S,M, Casting Time: 1 segment, Saving throw: neg.
When this spell is cast the victim immediately experiences raw hunger that grows with each passing round. Every round they must make a saving throw versus paralyzation or immediately leave combat to find food or retire from immediate melee combat to eat food they have. Once food is located it will take a full round to consume it and break the spell. There is a penalty of 1 point to the saving throw for every 12 hours the victim has went without food. The material component for this spell is a small empty tin plate.
Jintar’s Field of Tall Grass (Illusion/Phantasm)
Level: 3, Casting Time: 3 segments, Range: 0, Duration: special, Area of Effect: 3” rad circle per level, Components: V,M, Saving throw: None
Jintar’s Field of Tall Grass creates the illusion of a field of grass that is the area of effect in size and 1 foot tall for every level of the phantasmist casting the spell. The grass is semi-transparent to the phantasmist and up to 1 other person for every level, to all others it appears as normal, opaque grass, and will react to victims moving through it. The phantasmist and designated individuals all get the full benefits of being concealed during the spell: flank and rear attacks get the appropriate bonuses, they have a +1 on initiative, +1 on surprise, and until they make an attack are -4 on their AC. If they hit then retreat into the grass they regain their defensive and offensive bonuses. Note that this is not an illusion to be disbelieved, it is just a visual image that conceals the phantasmist and their party, so there is no save. The material component of this spell is a powdered emerald worth 40gp minimum and a handful of grass.
Nistal’s Spectral Somnambulence (Enchantment/Charm)
Level: 4, Casting Time: 4 segments, Range: 4” per level, Duration: 1 round per two illusionist levels, Area of Effect: one individual, Components: S, Saving throw: Special
While under the influence of this spell the victim will fall asleep then begin to “sleep walk”. While in this state the victim is dimly aware of outside events but cannot react except to do things that are purely instinctive. Thus, for the duration of the spell, they will not be able to:
spell cast, unless the spell has a simple somatic component *only*, e.g. snapping fingers or clapping hands, verbal components cannot be used as coherent speech is not possible
use any magic item that requires reading from a scroll or speaking a command word
perform any complex action (e.g. turning undead, finding traps)
Victims may however defend and attack in instinctive ways, e.g. use of melee weapon or hands, block with shield, run away, etc. Basically any physical action that can become instinctive through repetition will be allowed as instinctive if appropriate to the victims class. Creatures of HD or level less than the illusionists level get no save versus this spell, creatures of higher HD get a save.
Dorrashaan’s Deck of Captivation (Enchantment/Charm)
Level: 4, Range: 0, Duration: Special, Area of Effect: individual, Components: V,S,M, Casting Time: 4 segments, Saving throw: Special
To cast a deck of captivation spell the illusionist must use a custom made deck of tarot cards. The illusionist offers to do a “reading” for a victim, and if the victim agrees the spell can take effect. As the victim agrees to the reading the save is at -1 per level of the illusionist. If the victim makes their save the illusionist can make up whatever reading they see fit, and do a encounter reaction check to determine if the victim is satisfied with the reading or not. If the victim fails their save the illusionist has the victim enchanted and can do one of the following:
a) Force the victim to perform a task of the illusionist’s choosing (this task cannot involve great harm to the victim, nor can it be diametrically opposed to their alignment). The victim will pursue this task for a maximum of 1 week for every level of the illusionist
b) Create a hypnotic trigger in the victim, such that when the illusionist speaks a command word the victim will suffer the effects of a suggestions spell, no save
c) The victim will fall into a catatonic state for 1 turn for every level of the illusionist
The custom made tarot cards that are the material component of this spell cost 100 gp and are not consumed in the casting of this spell.
Raggelash’s Blackened Rain (Evocation)
Level: 4, Casting Time: 4 segments, Range: 1” per level, Duration: 1rd/level, Area of Effect: 1” rad globe for every 2 levels, Components: V,M, Saving throw: None
It must be raining for this spell to work. When cast the illusionist allows a small amount of negative plane energy to infuse each raindrop, which leads to all victims in the area of effect to experience 1 hp of cold damage for every level of the illusionist every round they are in the rain. Creatures vulnerable to cold will take double damage. Water under the rain will freeze in 4 rounds, cold blooded creatures will be slowed for the duration of the spell. Undead in the downpour will move at half regular speed and attack at -1 while in the AOE. The material component of this spell is an electrum piece.
Rinson’s Roar (reversible) (Illusion/Phantasm)
Level: 5, Casting Time: 5 segments, Range: 1” per level, Duration: instantaneous, Area of Effect: Special, Components: V,S,M, Saving throw: special
This sound created by this spell duplicates a dragonne’s roar, it causes weakness to all within 12" of the caster unless they save against paralyzation. Furthermore, any creature within 3" or less of the caster will be deafened. Both effects last for from 2-12 melee rounds. Those weak from fear from the sound lose 50% of their strength; deafened creatures cannot hear any sound and will strike at -1 on their attack dice due to disorientation. The reverse of this spell makes the illusionist and 1 other person per level of the illusionist immune to the Dragonne’s roar for the duration of the spell. The material component of this spell is a small painting of a dragonne made with a drop of blood from a dragonne mixed in.
The Stealthy Shadow Archers of Shon-Sinn (Evocation)
Level: 6, Casting Time: 3 segments, Range: 20” per level, Duration: Special, Area of Effect: Special
Components: S,M, Saving throw: Special
The phantasmist, after casting this spell, may summon 1 shadow archer for every 4 levels of experience. These shadow archers can appear anywhere in the spell range and will maintain their distance from the phantasmist unless called in. The shadow archers may only appear within shadows, this can be during the daytime if there are large enough shadows available. However, within the range of the spell they can manifest anywhere within shadows.
Shadow archers are AC – 4 in the shadows, and can only be hit by silver or + 1 weapons. They use the to hit table of a fighter of equivalent level, and they take no penalties for distance or darkness on their to hit rolls. They fire 2 shots per round, damage is 1-6,1-6 + 1 for every 4 levels of the illusionist. Arrows also force a save versus spell or numbing for 1 round per level of phantasmist. Numbed victims are -2 to hit, 2 AC categories worse and have strength reduced 25% per hit.
If used as a shield the shadow archers will attempt to shoot incoming missiles and spells out of the sky, and must make a to hit roll for each to do so. With larger effects like lightning bolt the DM must adjudicate if two arrows from each of three archers for example would be enough to dissipate the bolt or not.
The material component of this spell is a black silk hood, a pair of black silk gloves, and a diamond of at least 300 gp value.
Material Components
A 6th level phantasmist does not need material components for their 1st level spells, but they will for all others:
Belt pouch Right front
(10) Fleece (Imp Phan For)
(5) Black Opals (Phantom Steed)
Belt Pouch Right Back
(5) powdered emerald + grass (Jintar)
Belt Pouch Left Front
Custom made tarot cards (Dorrashaan)
Electrum piece (Raggelash)
Small painting of a dragonne (Rinson)
Belt Pouch Left Back
Black silk hood, black silk gloves, 300 gp diamond (Shon-Sinn)
L. Assign Personality Traits (Optional)
Up to four, rolled on DMG tables. Note that players should always get to:
Refuse or re-roll a personality trait
Interpret a personality trait
Dandyish, friendly, humble, truthful
M. Customize Playable Group Lore (Optional)
None
N. Name
Lorndov Breen
O. Magic Items
For PCs and NPCs being made above 1st level, assign magic items as follows:
Level / 3 in permanent magic items
Level / 2 in temporary magic items
2 permanent
3 temporary
Rolled:
Vinreaver’s Wand of Blurring (44)
Periapt of Wound Closure
Potion of Water Breathing
Oil of Slipperiness
Scroll of 4 spells: Magic Mouth, Wraithform, Kahb Rune’s Thundering Color Storm, Veil
Bhakashal Items
Vinreaver’s Wand of Blurring
This wand is made of young, green wood and it tipped by a cap of silver. When the wand is used, all victims in 4" radius of the wand user must save versus spells or have their vision blurred for 2-8 rounds. Blurred victims will be unable to focus, suffering a -3 to hit, 2 point AC penalty and be at -2 on saving throws for the duration. If the victim remains completely still for a full round and attempts to focus their eyes they may reduce the to hit penalty to -1, but must remain completely still for another full round to do so again.
Kahb Rune’s Thundering Color Storm (Illusion/Phantasm)
Level: 5, Casting Time: 5 segment, Range: 1” per level, Duration: 1 turn, Area of Effect: 1” rad globe per level of the caster, Components: V,S,M, Saving throw: none
Victims in the area of effect of a color storm are dazzled by constant explosions of light, objects go transparent then explode into brilliant colors, lightning cracks and flashes everywhere, flickering strobes, dazzling bursts, it is a sensory overload for light and sound, with deafening booming thunder all around. Every round spent in the Color Storm victims must save versus spell or be overwhelmed and drop to the ground prone for the duration. The only way to avoid this is to leave the area of effect, which can be done at a reduced move of half and a -2 AC penalty due to inability to see a clear path. All attacks from within the color storm, with the exception of those of the caster, are at -4, saves against all magic items used are at +4, there is a 10% chance per round spent in the storm that victims will have a color explosion in their eyes, in which case they must save versus spell or be blinded for 2-3 turns, and spell casting is impossible.
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